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  1. #1
    UndyingNephalim's Avatar Primicerius
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    Default Adding new Siege Models

    I'm not sure if this is the right section to ask for help, but does anyone have a step by step tutorial on how to add custom made siege engine models into the game? I can't seem to find any tutorial on the matter anywhere. Even with some hands on help I'm running into non stop crashes at the loading screen when I start up a match. After a week of this I'm reaching the point of ripping my hair out.

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  3. #3
    UndyingNephalim's Avatar Primicerius
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    Default Re: Adding new Siege Models

    Quote Originally Posted by dannyxx30 View Post
    I tried it out, and I still seem to be getting a crash that happens when the loading bar reaches about 25% when I start a battle. I'm basically using a bombard that just has a different model. I'm pretty sure I have everything: the model in the siege_engines folder, the textures (all of them referenced correctly in the comment of the model's Figure material), the bombard's skeleton, and crew with the right animations... the log doesn't seem to point anywhere either. Once it loads siege_engine_overlay.texture it just has the "Uh Oh" line.

    EDIT:

    I actually think the problem might be GOAT. When I convert the model to a MESH and then back to MS3D, the skeleton is suddenly that of a humanoid and it's missing an arm and a leg.
    Last edited by UndyingNephalim; November 27, 2011 at 08:40 PM.

  4. #4

    Default Re: Adding new Siege Models

    Quote Originally Posted by UndyingNephalim View Post
    I tried it out, and I still seem to be getting a crash that happens when the loading bar reaches about 25% when I start a battle. I'm basically using a bombard that just has a different model. I'm pretty sure I have everything: the model in the siege_engines folder, the textures (all of them referenced correctly in the comment of the model's Figure material), the bombard's skeleton, and crew with the right animations... the log doesn't seem to point anywhere either. Once it loads siege_engine_overlay.texture it just has the "Uh Oh" line.
    Are you certain it loaded siege_engine_overlay.texture, or was that what caused the crash?

    Post a trace log.


  5. #5
    UndyingNephalim's Avatar Primicerius
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    Default Re: Adding new Siege Models

    Code:
    17:07:41.031 [system.io] [trace] exists: 2526: caching directory: mods/hyrule/data/siege_engines/bonemaps
    17:07:41.031 [system.io] [trace] exists: 12900: caching file: mods/hyrule/data/siege_engines/bonemaps/bombard.xml (1296951953)
    17:07:41.031 [system.io] [trace] exists: 12901: caching file: mods/hyrule/data/siege_engines/bonemaps/bombard_die.xml (1296951953)
    17:07:41.031 [system.io] [trace] exists: 12902: caching file: mods/hyrule/data/siege_engines/bonemaps/magecannon.xml (1296951953)
    17:07:41.031 [system.io] [trace] exists: 12903: caching file: mods/hyrule/data/siege_engines/bonemaps/magecannon_die.xml (1296951953)
    17:07:41.031 [system.io] [trace] exists: 12904: caching file: mods/hyrule/data/siege_engines/bonemaps/ram_v2.xml (1206605274)
    17:07:41.031 [system.io] [trace] exists: 12905: caching file: mods/hyrule/data/siege_engines/bonemaps/ram_v2_destroy.xml (1206605274)
    17:07:41.031 [system.io] [info] exists:   found mods/Hyrule/data/siege_engines/BoneMaps/bombard.xml (from: C:\Program Files\Sega\Medieval II Total War)
    17:07:41.031 [system.io] [trace] file open,,mods/Hyrule/data/siege_engines/BoneMaps/bombard.xml,261
    17:07:41.031 [system.io] [info] open:   found mods/Hyrule/data/siege_engines/BoneMaps/bombard.xml (from: C:\Program Files\Sega\Medieval II Total War)
    17:07:41.031 [system.io] [info] exists:   found mods/Hyrule/data/siege_engines/siege_magecannon_lod0.mesh (from: C:\Program Files\Sega\Medieval II Total War)
    17:07:41.031 [system.io] [trace] file open,,mods/hyrule/data/siege_engines/siege_magecannon_lod0.mesh,269790
    17:07:41.031 [system.io] [info] open:   found mods/hyrule/data/siege_engines/siege_magecannon_lod0.mesh (from: C:\Program Files\Sega\Medieval II Total War)
    17:07:41.031 [system.io] [trace] exists: 2527: caching directory: mods/hyrule/data/unit_models/_units/zora/textures/variations/middle_eastern
    17:07:41.031 [system.io] [info] exists: directory non-existant: mods/hyrule/data/unit_models/_units/zora/textures/variations/middle_eastern
    17:07:41.031 [system.io] [info] exists: missing mods/Hyrule/data/unit_models/_Units/zora/textures/variations/middle_eastern/zor_main1.texture
    17:07:41.031 [system.io] [trace] exists: 2528: caching directory: data/unit_models/_units/zora/textures/variations/middle_eastern
    17:07:41.031 [system.io] [info] exists: directory non-existant: data/unit_models/_units/zora/textures/variations/middle_eastern
    17:07:41.031 [system.io] [info] exists: missing data/unit_models/_Units/zora/textures/variations/middle_eastern/zor_main1.texture
    17:07:41.031 [system.io] [trace] exists: 2529: caching directory: mods/hyrule/data/unit_models/_units/zora/textures
    17:07:41.031 [system.io] [trace] exists: 12906: caching file: mods/hyrule/data/unit_models/_units/zora/textures/zor_bigtocto1.texture (1301607336)
    17:07:41.031 [system.io] [trace] exists: 12907: caching file: mods/hyrule/data/unit_models/_units/zora/textures/zor_bigtocto1_normal.texture (1301609096)
    17:07:41.031 [system.io] [trace] exists: 12908: caching file: mods/hyrule/data/unit_models/_units/zora/textures/zor_main1.texture (1302210116)
    17:07:41.031 [system.io] [trace] exists: 12909: caching file: mods/hyrule/data/unit_models/_units/zora/textures/zor_main1_normal.texture (1302210116)
    17:07:41.031 [system.io] [trace] exists: 12910: caching file: mods/hyrule/data/unit_models/_units/zora/textures/zor_main2.texture (1302163376)
    17:07:41.031 [system.io] [trace] exists: 12911: caching file: mods/hyrule/data/unit_models/_units/zora/textures/zor_main2_normal.texture (1302163376)
    17:07:41.031 [system.io] [info] exists:   found mods/Hyrule/data/unit_models/_Units/zora/textures/zor_main1.texture (from: C:\Program Files\Sega\Medieval II Total War)
    17:07:41.031 [system.io] [info] exists:   found mods/Hyrule/data/unit_models/_Units/zora/textures/zor_main1.texture (from: C:\Program Files\Sega\Medieval II Total War)
    17:07:41.031 [system.io] [info] exists: missing mods/Hyrule/data/unit_models/_Units/zora/textures/variations/middle_eastern/zor_main1_normal.texture
    17:07:41.031 [system.io] [info] exists: missing data/unit_models/_Units/zora/textures/variations/middle_eastern/zor_main1_normal.texture
    17:07:41.046 [system.io] [info] exists:   found mods/Hyrule/data/unit_models/_Units/zora/textures/zor_main1_normal.texture (from: C:\Program Files\Sega\Medieval II Total War)
    17:07:41.046 [system.io] [info] exists:   found mods/Hyrule/data/unit_models/_Units/zora/textures/zor_main1_normal.texture (from: C:\Program Files\Sega\Medieval II Total War)
    17:07:41.046 [system.io] [trace] exists: 2530: caching directory: mods/hyrule/data/siege_engines/textures/variations/middle_eastern
    17:07:41.046 [system.io] [info] exists: directory non-existant: mods/hyrule/data/siege_engines/textures/variations/middle_eastern
    17:07:41.046 [system.io] [info] exists: missing mods/Hyrule/data/siege_engines/textures/variations/middle_eastern/siege_engine_overlay.texture
    17:07:41.046 [system.io] [trace] exists: 2531: caching directory: data/siege_engines/textures/variations/middle_eastern
    17:07:41.046 [system.io] [info] exists: directory non-existant: data/siege_engines/textures/variations/middle_eastern
    17:07:41.046 [system.io] [info] exists: missing data/siege_engines/textures/variations/middle_eastern/siege_engine_overlay.texture
    17:07:41.046 [system.io] [trace] exists: 2532: caching directory: mods/hyrule/data/siege_engines/textures
    17:07:41.046 [system.io] [trace] exists: 12912: caching file: mods/hyrule/data/siege_engines/textures/siege_engine_overlay.texture (1296951958)
    17:07:41.046 [system.io] [trace] exists: 12913: caching file: mods/hyrule/data/siege_engines/textures/siege_new_ram.texture (1206605274)
    17:07:41.046 [system.io] [trace] exists: 12914: caching file: mods/hyrule/data/siege_engines/textures/siege_new_ram_normal.texture (1206605274)
    17:07:41.046 [system.io] [trace] exists: 12915: caching file: mods/hyrule/data/siege_engines/textures/siege_new_ram_overlay.texture (1206605274)
    17:07:41.046 [system.io] [info] exists:   found mods/Hyrule/data/siege_engines/textures/siege_engine_overlay.texture (from: C:\Program Files\Sega\Medieval II Total War)
    17:07:41.046 [system.io] [info] exists:   found mods/Hyrule/data/siege_engines/textures/siege_engine_overlay.texture (from: C:\Program Files\Sega\Medieval II Total War)
    17:07:41.656 [system.rpt] [error] Uh oh. This isn't good. No idea why, but exiting now. Sorry pal.
    I think the problem might be GOAT not converting the model with the proper joints. I tried converting the mesh back to ms3d and the skeleton is not that of the bombard cannon, it's a humanoid with missing joints and the comments missing in the materials.

  6. #6

    Default Re: Adding new Siege Models

    Lol, yeah just read your edit!

    Here's another link that might help anyway, with some info on common ctd's:

    http://www.twcenter.net/forums/showthread.php?t=219716


  7. #7
    UndyingNephalim's Avatar Primicerius
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    Default Re: Adding new Siege Models

    No luck still.

  8. #8

    Default Re: Adding new Siege Models

    Is it a grand bombard?


  9. #9
    UndyingNephalim's Avatar Primicerius
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    Default Re: Adding new Siege Models

    Quote Originally Posted by dannyxx30 View Post
    Is it a grand bombard?
    Naw it's just the normal Siege_Bombard.

    EDIT: I'm fairly certain the problem is my custom model. When I use any stock model it works fine. Is there a specific converter I need to use? I have 2 versions of GOAT, testMS3Dformet, and MedMesh and it seems none of those converters will export my model as a siege engine at all. They all export with a human skeleton.
    Last edited by UndyingNephalim; November 27, 2011 at 09:34 PM.

  10. #10

    Default Re: Adding new Siege Models

    Did you remove the comment from the Attachment material again? That might screw it up, since it is only needed for animations.

  11. #11
    UndyingNephalim's Avatar Primicerius
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    Default Re: Adding new Siege Models

    Quote Originally Posted by markhaselb View Post
    Did you remove the comment from the Attachment material again? That might screw it up, since it is only needed for animations.
    I did get rid of the attachment comment. I'll attach my model file to this post, maybe you'll have better luck figuring out what silly mistake I probably made by seeing it.

  12. #12

    Default Re: Adding new Siege Models

    Both comments (model and material) stop at the last line. You need an additional empty line after the comment

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